How to get Controller View Rotation in Blueprint?

When we create a new Character Blueprint and add a camera component, we have the option Use Controller View Rotation which allows the camera to follow our mouse movement. My question is if i disable it, how can i still get Controller View Rotation and update camera inside EventGraph?

Hey Satheesh,

Thanks for your question! If you are disabling the Use Controller View Rotation option with your new camera component, you can use the series of InputAxis events that are already available for use in your Character blueprint to update your camera movement. Here is an example of how you might hook up those inputs:

Other examples, including this setup, can be seen in the Blueprint versions of First Person Project and Third Person Project in their respective MyCharacter blueprints.

Thanks!

Steven

Thank you Steve. I tried your exact setup but i can only look sideways. There is no up and down movement. I tried connecting the Pitch from Break Rot too but still not working.

What project template are you using for this project?

I tried this on a new project made from First Person Blueprint. I disabled Use Controller View Rotation in my FirstPersonCamera and still camera only updates sideways. No up/down movement.

Hey Satheesh,

What you can add to your Character blueprint to fix the camera if you disable Use Controller View Rotation are the following (based on your template):

First Person Template:

mimic_first_person.jpg

Third Person Template:

mimic_third_person.jpg

These parts are needed in addition to the section from my first reply, so just splice those into the Character blueprint and you’ll be good to go.

If you need to make any kind of custom camera rotation with these, you can just replace the Get Control Rotation node with your custom rotation.

Thanks!

-Steve

I cant see the images.

Should be fixed now. Sorry about that!

Works like a charm!. Thank you very much Steve. :slight_smile: